Pro Java 9 Games Development Leveraging the JavaFX APIs

(Michael S) #1
Chapter 20 ■ Coding gameplay: Set Up gameplay methodS and animated Camera View

Figure 20-10. Confirm the populateQuadrantTwo() method image assets cross-reference to the
createQSgameplay() methods


I will create at least three image assets for each of these four quadrants by the time that I finish writing
this chapter so that we are finished with the 120 image assets (needed for coding and testing) before we start
developing the Q&A and scoring engine Java code in Chapters 21 and 22 , respectively.
We will also start adding other cool new media elements, such as digital audio, and more 2D user
interface elements in these chapters, so we have lots more exciting JavaFX game engine topics to cover still!
Oftentimes, the work creating the new media digital assets (digital images, digital audio, digital
illustration, digital video, 3D modeling or animation, visual effects, particle systems, fluid dynamics, and
so on) can be significantly more work than creating your Java 9 code! If you have more than one content
production workstation, you will have different computers working on (rendering, compositing, encoding,
modeling, texture mapping, animating, and so on and so forth) different new media assets used in your pro
Java 9 games development work process.
Let’s again use the Run ➤ Project work process and test this new code for your second quadrant
thoroughly, making sure all of your game board square images are showing and that when they are clicked
they populate your quadrant texture map with the correct (four times larger) image. As you can see in
Figure 20-11, both the game board square images and the game board quadrant images are clear and easily
identifiable for use as gameplay content.

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